TombEngine/TR5Main/Game/control/los.cpp
2021-11-20 15:39:05 +11:00

781 lines
20 KiB
C++

#include "framework.h"
#include "los.h"
#include "animation.h"
#include "Sound/sound.h"
#include "objects.h"
#include "switch.h"
#include "lara_fire.h"
#include "input.h"
#include "effects/tomb4fx.h"
#include "effects/debris.h"
#include "Lara/lara_one_gun.h"
#include "items.h"
#include "setup.h"
int NumberLosRooms;
short LosRooms[20];
int ClosestItem;
int ClosestDist;
PHD_VECTOR ClosestCoord;
int ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target)
{
short room;
int x, y, z, wx, wy, wz;
room = target->roomNumber;
if (target->y > GetFloorHeight(GetFloor(target->x, target->y, target->z, &room), target->x, target->y, target->z))
{
x = (7 * (target->x - start->x) >> 3) + start->x;
y = (7 * (target->y - start->y) >> 3) + start->y;
z = (7 * (target->z - start->z) >> 3) + start->z;
for (int i = 3; i > 0; --i)
{
wx = ((target->x - x) * i >> 2) + x;
wy = ((target->y - y) * i >> 2) + y;
wz = ((target->z - z) * i >> 2) + z;
if (wy < GetFloorHeight(GetFloor(wx, wy, wz, &room), wx, wy, wz))
break;
}
target->x = wx;
target->y = wy;
target->z = wz;
target->roomNumber = room;
return 0;
}
room = target->roomNumber;
if (target->y < GetCeiling(GetFloor(target->x, target->y, target->z, &room), target->x, target->y, target->z))
{
x = (7 * (target->x - start->x) >> 3) + start->x;
y = (7 * (target->y - start->y) >> 3) + start->y;
z = (7 * (target->z - start->z) >> 3) + start->z;
for (int i = 3; i > 0; --i)
{
wx = ((target->x - x) * i >> 2) + x;
wy = ((target->y - y) * i >> 2) + y;
wz = ((target->z - z) * i >> 2) + z;
if (wy > GetCeiling(GetFloor(wx, wy, wz, &room), wx, wy, wz))
break;
}
target->x = wx;
target->y = wy;
target->z = wz;
target->roomNumber = room;
return 0;
}
return 1;
}
int GetTargetOnLOS(GAME_VECTOR* src, GAME_VECTOR* dest, int DrawTarget, int firing)
{
GAME_VECTOR target;
int result, hit, itemNumber, count;
MESH_INFO* mesh;
PHD_VECTOR vector;
ITEM_INFO* item;
short angle, triggerItems[8];
VECTOR dir;
Vector3 direction = Vector3(dest->x, dest->y, dest->z) - Vector3(src->x, src->y, src->z);
direction.Normalize();
target.x = dest->x;
target.y = dest->y;
target.z = dest->z;
result = LOS(src, &target);
GetFloor(target.x, target.y, target.z, &target.roomNumber);
if (firing && LaserSight)
{
Lara.hasFired = true;
Lara.fired = true;
if (Lara.gunType == WEAPON_REVOLVER)
{
SoundEffect(SFX_TR4_DESSERT_EAGLE_FIRE, NULL, 0);
}
}
hit = 0;
itemNumber = ObjectOnLOS2(src, dest, &vector, &mesh);
if (itemNumber != NO_LOS_ITEM)
{
target.x = vector.x - (vector.x - src->x >> 5);
target.y = vector.y - (vector.y - src->y >> 5);
target.z = vector.z - (vector.z - src->z >> 5);
GetFloor(target.x, target.y, target.z, &target.roomNumber);
// TODO: for covering scientist
// if ((itemNumber >= 0) && (BaddieSlots[itemNumber].itemNum != NO_ITEM)) // BUGFIX: ensure target has AI. No more pistol desync and camera wobble when shooting non-AI movable objects.
// Lara.target = &g_Level.Items[itemNumber];
// this is crashing and it's not really doing anything..
if (firing)
{
if (Lara.gunType != WEAPON_CROSSBOW)
{
if (itemNumber < 0)
{
if (StaticObjects[mesh->staticNumber].shatterType != SHT_NONE)
{
ShatterImpactData.impactDirection = direction;
ShatterImpactData.impactLocation = Vector3(mesh->pos.xPos, mesh->pos.yPos, mesh->pos.zPos);
ShatterObject(NULL, mesh, 128, target.roomNumber, 0);
SmashedMeshRoom[SmashedMeshCount] = target.roomNumber;
SmashedMesh[SmashedMeshCount] = mesh;
++SmashedMeshCount;
mesh->flags &= ~StaticMeshFlags::SM_VISIBLE;
SoundEffect(GetShatterSound(mesh->staticNumber), (PHD_3DPOS*)mesh, 0);
}
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
else
{
item = &g_Level.Items[itemNumber];
if (item->objectNumber < ID_SHOOT_SWITCH1 || item->objectNumber > ID_SHOOT_SWITCH4)
{
if ((Objects[item->objectNumber].explodableMeshbits & ShatterItem.bit)
&& LaserSight)
{
//if (!Objects[item->objectNumber].intelligent)
//{
item->meshBits &= ~ShatterItem.bit;
ShatterImpactData.impactDirection = direction;
ShatterImpactData.impactLocation = Vector3(ShatterItem.sphere.x, ShatterItem.sphere.y, ShatterItem.sphere.z);
ShatterObject(&ShatterItem, 0, 128, target.roomNumber, 0);
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
/*}
else
{
if (item->objectNumber != ID_GUARD_LASER)
{
item->hitPoints -= 30;
if (item->hitPoints < 0)
item->hitPoints = 0;
HitTarget(item, &target, Weapons[Lara.gunType].damage, 0);
}
else
{
angle = phd_atan(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos) - item->pos.yRot;
if (angle > -ANGLE(90) && angle < ANGLE(90))
{
item->hitPoints = 0;
HitTarget(item, &target, Weapons[Lara.gunType].damage, 0);
}
}
}*/
}
else
{
if (DrawTarget && (Lara.gunType == WEAPON_REVOLVER || Lara.gunType == WEAPON_HK))
{
if (Objects[item->objectNumber].intelligent)
{
HitTarget(LaraItem, item, &target, Weapons[Lara.gunType].damage, 0);
}
else
{
// TR5
if (Objects[item->objectNumber].hitEffect == HIT_RICOCHET)
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
}
else
{
if (item->objectNumber >= ID_SMASH_OBJECT1 && item->objectNumber <= ID_SMASH_OBJECT8)
{
SmashObject(itemNumber);
}
else
{
if (Objects[item->objectNumber].hitEffect == HIT_BLOOD)
{
DoBloodSplat(target.x, target.y, target.z, (GetRandomControl() & 3) + 3, item->pos.yRot, item->roomNumber);
}
else if (Objects[item->objectNumber].hitEffect == HIT_SMOKE)
{
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, -5);
}
else if (Objects[item->objectNumber].hitEffect == HIT_RICOCHET)
{
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
item->hitStatus = true;
if (!Objects[item->objectNumber].undead)
{
item->hitPoints -= Weapons[Lara.gunType].damage;
}
}
}
}
}
else
{
if (ShatterItem.bit == 1 << Objects[item->objectNumber].nmeshes - 1)
{
if (!(item->flags & 0x40))
{
if (item->objectNumber == ID_SHOOT_SWITCH1)
ExplodeItemNode(item, Objects[item->objectNumber].nmeshes - 1, 0, 64);
if (item->triggerFlags == 444 && item->objectNumber == ID_SHOOT_SWITCH2)
{
// TR5 ID_SWITCH_TYPE_8/ID_SHOOT_SWITCH2
ProcessExplodingSwitchType8(item);
}
else
{
/*if (item->objectNumber == ID_SHOOT_SWITCH3)
{
// TR4 ID_SWITCH_TYPE7
ExplodeItemNode(item, Objects[item->objectNumber].nmeshes - 1, 0, 64);
}*/
if (item->flags & IFLAG_ACTIVATION_MASK && (item->flags & IFLAG_ACTIVATION_MASK) != IFLAG_ACTIVATION_MASK)
{
TestTriggers(item->pos.xPos, item->pos.yPos - 256, item->pos.zPos, item->roomNumber, true, item->flags & IFLAG_ACTIVATION_MASK);
}
else
{
for (count = GetSwitchTrigger(item, triggerItems, 1); count > 0; --count)
{
AddActiveItem(triggerItems[count - 1]);
g_Level.Items[triggerItems[count - 1]].status = ITEM_ACTIVE;
g_Level.Items[triggerItems[count - 1]].flags |= IFLAG_ACTIVATION_MASK;
}
}
}
}
if (item->status != ITEM_DEACTIVATED)
{
AddActiveItem(itemNumber);
item->status = ITEM_ACTIVE;
item->flags |= IFLAG_ACTIVATION_MASK | 0x40;
}
}
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
}
}
else
{
if (LaserSight && firing)
{
FireCrossBowFromLaserSight(src, &target);
}
}
}
hit = 1;
}
else
{
if (Lara.gunType == WEAPON_CROSSBOW)
{
if (firing && LaserSight)
FireCrossBowFromLaserSight(src, &target);
}
else
{
target.x -= target.x - src->x >> 5;
target.y -= target.y - src->y >> 5;
target.z -= target.z - src->z >> 5;
if (firing && !result)
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 8, 0);
}
}
if (DrawTarget && (hit || !result))
{
TriggerDynamicLight(target.x, target.y, target.z, 64, 255, 0, 0);
LaserSightActive = 1;
LaserSightX = target.x;
LaserSightY = target.y;
LaserSightZ = target.z;
}
return hit;
}
int ObjectOnLOS2(GAME_VECTOR* start, GAME_VECTOR* end, PHD_VECTOR* vec, MESH_INFO** mesh, GAME_OBJECT_ID priorityObject)
{
ClosestItem = NO_LOS_ITEM;
ClosestDist = SQUARE(end->x - start->x) + SQUARE(end->y - start->y) + SQUARE(end->z - start->z);
for (int r = 0; r < NumberLosRooms; ++r)
{
PHD_3DPOS pos;
auto room = &g_Level.Rooms[LosRooms[r]];
for (int m = 0; m < room->mesh.size(); m++)
{
auto meshp = &room->mesh[m];
if (meshp->flags & StaticMeshFlags::SM_VISIBLE)
{
pos.xPos = meshp->pos.xPos;
pos.yPos = meshp->pos.yPos;
pos.zPos = meshp->pos.zPos;
pos.yRot = meshp->pos.yRot;
if (DoRayBox(start, end, &StaticObjects[meshp->staticNumber].collisionBox, &pos, vec, -1 - meshp->staticNumber))
{
*mesh = meshp;
end->roomNumber = LosRooms[r];
}
}
}
for (short linknum = room->itemNumber; linknum != NO_ITEM; linknum = g_Level.Items[linknum].nextItem)
{
auto item = &g_Level.Items[linknum];
if ((item->status == ITEM_DEACTIVATED) || (item->status == ITEM_INVISIBLE))
continue;
if ((priorityObject != GAME_OBJECT_ID::ID_NO_OBJECT) && (item->objectNumber != priorityObject))
continue;
if ((item->objectNumber != ID_LARA) && (Objects[item->objectNumber].collision == NULL))
continue;
if ((item->objectNumber == ID_LARA) && (priorityObject != ID_LARA))
continue;
auto box = GetBoundsAccurate(item);
pos.xPos = item->pos.xPos;
pos.yPos = item->pos.yPos;
pos.zPos = item->pos.zPos;
pos.yRot = item->pos.yRot;
if (DoRayBox(start, end, box, &pos, vec, linknum))
{
end->roomNumber = LosRooms[r];
}
}
}
vec->x = ClosestCoord.x;
vec->y = ClosestCoord.y;
vec->z = ClosestCoord.z;
return ClosestItem;
}
int DoRayBox(GAME_VECTOR* start, GAME_VECTOR* end, BOUNDING_BOX* box, PHD_3DPOS* itemOrStaticPos, PHD_VECTOR* hitPos, short closesItemNumber)
{
// Ray
FXMVECTOR rayStart = { (float)start->x, (float)start->y, (float)start->z };
FXMVECTOR rayEnd = { (float)end->x, (float)end->y, (float)end->z };
FXMVECTOR rayDir = { (float)(end->x - start->x), (float)(end->y - start->y), (float)(end->z - start->z) };
XMVECTOR rayDirNormalized = XMVector3Normalize(rayDir);
// Create the bounding box for raw collision detection
auto obox = TO_DX_BBOX(*itemOrStaticPos, box);
// Get the collision with the bounding box
float distance;
bool collided = obox.Intersects(rayStart, rayDirNormalized, distance);
// If no collision happened, then don't test spheres
if (!collided)
return 0;
// Get the raw collision point
Vector3 collidedPoint = rayStart + distance * rayDirNormalized;
hitPos->x = collidedPoint.x - itemOrStaticPos->xPos;
hitPos->y = collidedPoint.y - itemOrStaticPos->yPos;
hitPos->z = collidedPoint.z - itemOrStaticPos->zPos;
// Now in the case of items we need to test single spheres
MESH* meshPtr = NULL;
int bit = 0;
int sp = -2;
float minDistance = std::numeric_limits<float>::max();
int action = TrInput & IN_ACTION;
if (closesItemNumber < 0)
{
// Static meshes don't require further tests
sp = -1;
minDistance = distance;
}
else
{
// For items instead we need to test spheres
ITEM_INFO* item = &g_Level.Items[closesItemNumber];
OBJECT_INFO* obj = &Objects[item->objectNumber];
// Get the ransformed sphere of meshes
GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
SPHERE spheres[34];
memcpy(spheres, CreatureSpheres, sizeof(SPHERE) * 34);
if (obj->nmeshes <= 0)
return 0;
meshPtr = &g_Level.Meshes[obj->meshIndex];
for (int i = 0; i < obj->nmeshes; i++)
{
// If mesh is visibile...
if (item->meshBits & (1 << i))
{
SPHERE* sphere = &CreatureSpheres[i];
// TODO: this approach is the correct one but, again, Core's math is a mistery and this test was meant
// to fail delberately in some way. I've so added again Core's legacy test for allowing the current game logic
// but after more testing we should trash it in the future and restore the new way.
#if 0
// Create the bounding sphere and test it against the ray
BoundingSphere sph = BoundingSphere(Vector3(sphere->x, sphere->y, sphere->z), sphere->r);
float newDist;
if (sph.Intersects(rayStart, rayDirNormalized, newDist))
{
// HACK: Core seems to take in account for distance not the real hit point but the centre of the sphere.
// This can work well for example for GUARDIAN because the head sphere is so big that would always be hit
// and eyes would not be destroyed.
newDist = sqrt(SQUARE(sphere->x - start->x) + SQUARE(sphere->y - start->y) + SQUARE(sphere->z - start->z));
// Test for min distance
if (newDist < minDistance)
{
minDistance = newDist;
meshPtr = &g_Level.Meshes[obj->meshIndex + i];
bit = 1 << i;
sp = i;
}
}
#endif
PHD_VECTOR p[4];
p[1].x = start->x;
p[1].y = start->y;
p[1].z = start->z;
p[2].x = end->x;
p[2].y = end->y;
p[2].z = end->z;
p[3].x = sphere->x;
p[3].y = sphere->y;
p[3].z = sphere->z;
int r0 = (p[3].x - p[1].x) * (p[2].x - p[1].x) +
(p[3].y - p[1].y) * (p[2].y - p[1].y) +
(p[3].z - p[1].z) * (p[2].z - p[1].z);
int r1 = SQUARE(p[2].x - p[1].x) +
SQUARE(p[2].y - p[1].y) +
SQUARE(p[2].z - p[1].z);
if (((r0 < 0 && r1 < 0)
|| (r1 > 0 && r0 > 0))
&& (abs(r0) <= abs(r1)))
{
r1 >>= 16;
if (r1)
r0 /= r1;
else
r0 = 0;
p[0].x = p[1].x + ((r0 * (p[2].x - p[1].x)) >> 16);
p[0].y = p[1].y + ((r0 * (p[2].y - p[1].y)) >> 16);
p[0].z = p[1].z + ((r0 * (p[2].z - p[1].z)) >> 16);
int dx = p[0].x - p[3].x;
int dy = p[0].y - p[3].y;
int dz = p[0].z - p[3].z;
int distance = dx + dy + dz;
if (distance < SQUARE(sphere->r))
{
dx = SQUARE(sphere->x - start->x);
dy = SQUARE(sphere->y - start->y);
dz = SQUARE(sphere->z - start->z);
distance = dx + dy + dz;
if (distance < minDistance)
{
minDistance = distance;
meshPtr = &g_Level.Meshes[obj->meshIndex + i];
bit = 1 << i;
sp = i;
}
}
}
}
}
if (sp < -1)
return 0;
}
if (distance >= ClosestDist)
return 0;
// Setup test result
ClosestCoord.x = hitPos->x + itemOrStaticPos->xPos;
ClosestCoord.y = hitPos->y + itemOrStaticPos->yPos;
ClosestCoord.z = hitPos->z + itemOrStaticPos->zPos;
ClosestDist = distance;
ClosestItem = closesItemNumber;
// If collided object is an item, then setup the shatter item data struct
if (sp >= 0)
{
ITEM_INFO* item = &g_Level.Items[closesItemNumber];
GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD | SPHERES_SPACE_BONE_ORIGIN, Matrix::Identity);
ShatterItem.yRot = item->pos.yRot;
ShatterItem.meshp = meshPtr;
ShatterItem.sphere.x = CreatureSpheres[sp].x;
ShatterItem.sphere.y = CreatureSpheres[sp].y;
ShatterItem.sphere.z = CreatureSpheres[sp].z;
ShatterItem.bit = bit;
ShatterItem.flags = 0;
}
return 1;
}
int LOS(GAME_VECTOR* start, GAME_VECTOR* end)
{
int result1, result2;
end->roomNumber = start->roomNumber;
if (abs(end->z - start->z) > abs(end->x - start->x))
{
result1 = xLOS(start, end);
result2 = zLOS(start, end);
}
else
{
result1 = zLOS(start, end);
result2 = xLOS(start, end);
}
if (result2)
{
GetFloor(end->x, end->y, end->z, &end->roomNumber);
if (ClipTarget(start, end) && result1 == 1 && result2 == 1)
{
return 1;
}
}
return 0;
}
int xLOS(GAME_VECTOR* start, GAME_VECTOR* end)
{
int dx, dy, dz, x, y, z, flag;
short room, room2;
FLOOR_INFO* floor;
dx = end->x - start->x;
if (!dx)
return 1;
dy = (end->y - start->y << 10) / dx;
dz = (end->z - start->z << 10) / dx;
NumberLosRooms = 1;
LosRooms[0] = start->roomNumber;
room = start->roomNumber;
room2 = start->roomNumber;
flag = 1;
if (dx < 0)
{
x = start->x & 0xFFFFFC00;
y = ((x - start->x) * dy >> 10) + start->y;
z = ((x - start->x) * dz >> 10) + start->z;
while (x > end->x)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x - 1, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x - 1, y, z) || y < GetCeiling(floor, x - 1, y, z))
{
flag = 0;
break;
}
x -= 1024;
y -= dy;
z -= dz;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
else
{
x = start->x | 0x3FF;
y = ((x - start->x) * dy >> 10) + start->y;
z = ((x - start->x) * dz >> 10) + start->z;
while (x < end->x)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x + 1, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x + 1, y, z) || y < GetCeiling(floor, x + 1, y, z))
{
flag = 0;
break;
}
x += 1024;
y += dy;
z += dz;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
return flag;
}
int zLOS(GAME_VECTOR* start, GAME_VECTOR* end)
{
int dx, dy, dz, x, y, z, flag;
short room, room2;
FLOOR_INFO* floor;
dz = end->z - start->z;
if (!dz)
return 1;
dx = (end->x - start->x << 10) / dz;
dy = (end->y - start->y << 10) / dz;
NumberLosRooms = 1;
LosRooms[0] = start->roomNumber;
room = start->roomNumber;
room2 = start->roomNumber;
flag = 1;
if (dz < 0)
{
z = start->z & 0xFFFFFC00;
x = ((z - start->z) * dx >> 10) + start->x;
y = ((z - start->z) * dy >> 10) + start->y;
while (z > end->z)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x, y, z - 1, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z - 1) || y < GetCeiling(floor, x, y, z - 1))
{
flag = 0;
break;
}
z -= 1024;
x -= dx;
y -= dy;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
else
{
z = start->z | 0x3FF;
x = ((z - start->z) * dx >> 10) + start->x;
y = ((z - start->z) * dy >> 10) + start->y;
while (z < end->z)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x, y, z + 1, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z + 1) || y < GetCeiling(floor, x, y, z + 1))
{
flag = 0;
break;
}
z += 1024;
x += dx;
y += dy;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
return flag;
}